/*************************************************************************
*                                                                       *
* Open Physics Abstraction Layer                                        *
* Copyright (C) 2004-2005                                               *
* Alan Fischer  alan.fischer@gmail.com                                  *
* Andres Reinot  andres@reinot.com                                      *
* Tyler Streeter  tylerstreeter@gmail.com                               *
* All rights reserved.                                                  *
* Web: opal.sourceforge.net                                             *
*                                                                       *
* This library is free software; you can redistribute it and/or         *
* modify it under the terms of EITHER:                                  *
*   (1) The GNU Lesser General Public License as published by the Free  *
*       Software Foundation; either version 2.1 of the License, or (at  *
*       your option) any later version. The text of the GNU Lesser      *
*       General Public License is included with this library in the     *
*       file license-LGPL.txt.                                          *
*   (2) The BSD-style license that is included with this library in     *
*       the file license-BSD.txt.                                       *
*                                                                       *
* This library is distributed in the hope that it will be useful,       *
* but WITHOUT ANY WARRANTY; without even the implied warranty of        *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files    *
* license-LGPL.txt and license-BSD.txt for more details.                *
*                                                                       *
*************************************************************************/

#ifndef OPAL_POINT3R_H
#define OPAL_POINT3R_H

// project headers
#include "OpalMath.h"
#include "Vec3r.h"

// systeam headers
#include <cassert>

namespace opal
{
    class Point3r;
    inline Point3r operator+( const Point3r &u, const Vec3r &v );
    inline Point3r operator-( const Point3r &u, const Vec3r &v );
    inline Vec3r operator-( const Point3r &u, const Point3r &v );
    inline Point3r operator*( const Point3r &v, real scalar );
    inline Point3r operator*( real scalar, const Point3r &v );
    inline Point3r operator/( const Point3r &v, real scalar );
    inline Point3r operator-( const Point3r &p );

    /// Returns the Euclidean distance between two points.
    inline real distance( const Point3r& p1, const Point3r& p2 );

    /// Prints the Point3r to the given output stream.
    inline std::ostream& operator<<( std::ostream& o, const Point3r& p );

    class Point3r
    {
        public:
            /// X-coordinate
            real x;

            /// Y-coordinate
            real y;

            /// Z-coordinate
            real z;

            Point3r()
            {
                x = 0;
                y = 0;
                z = 0;
            }

            Point3r( const Point3r & src )
            {
                x = src.x;
                y = src.y;
                z = src.z;
            }

            Point3r( real xx, real yy, real zz )
            {
                x = xx;
                y = yy;
                z = zz;
            }

            Point3r( const real * data )
            {
                x = data[ 0 ];
                y = data[ 1 ];
                z = data[ 2 ];
            }

            inline void set( real xx, real yy, real zz )
            {
                x = xx;
                y = yy;
                z = zz;
            }

            inline void set( real * data )
            {
                x = data[ 0 ];
                y = data[ 1 ];
                z = data[ 2 ];
            }

            inline real & operator[] ( unsigned int i )
            {
                switch ( i )
                {
                    case 0:
                        return x;
                    case 1:
                        return y;
                    case 2:
                        return z;
                    default:
                        assert( i < 3 );
                        return z;
                }
            }

            inline const real & operator[] ( unsigned int i ) const
            {
                switch ( i )
                {
                    case 0:
                        return x;
                    case 1:
                        return y;
                    case 2:
                        return z;
                    default:
                        assert( i < 3 );
                        return z;
                }
            }

            inline void operator+=( const Vec3r & v )
            {
                x += v.x;
                y += v.y;
                z += v.z;
            }

            inline void operator-=( const Vec3r & v )
            {
                x -= v.x;
                y -= v.y;
                z -= v.z;
            }

            inline void operator*=( real scalar )
            {
                x *= scalar;
                y *= scalar;
                z *= scalar;
            }

            inline void operator/=( real scalar )
            {
                x /= scalar;
                y /= scalar;
                z /= scalar;
            }

            inline bool operator==( const Point3r & v ) const
            {
                return ( x == v.x && y == v.y && z == v.z );
            }

            inline bool operator!=( const Point3r & v ) const
            {
                return ( x != v.x || y != v.y || z != v.z );
            }
    };

    inline Point3r operator+( const Point3r &u, const Vec3r &v )
    {
        return Point3r( u.x + v.x, u.y + v.y, u.z + v.z );
    }

    inline Point3r operator-( const Point3r &u, const Vec3r &v )
    {
        return Point3r( u.x - v.x, u.y - v.y, u.z - v.z );
    }

    inline Vec3r operator-( const Point3r &u, const Point3r &v )
    {
        return Vec3r( u.x - v.x, u.y - v.y, u.z - v.z );
    }

    inline Point3r operator*( const Point3r &v, real scalar )
    {
        return Point3r( scalar * v.x, scalar * v.y, scalar * v.z );
    }

    inline Point3r operator*( real scalar, const Point3r &v )
    {
        return Point3r( scalar * v.x, scalar * v.y, scalar * v.z );
    }

    inline Point3r operator/( const Point3r &v, real scalar )
    {
        return Point3r( v.x / scalar, v.y / scalar, v.z / scalar );
    }

    inline real distance( const Point3r& p1, const Point3r& p2 )
    {
        return sqrt( pow( ( p2.x - p1.x ), 2 ) + pow( ( p2.y - p1.y ), 2 ) +
                     pow( ( p2.z - p1.z ), 2 ) );
    }

    inline Point3r operator-( const Point3r &p )
    {
        return p * -1;
    }

    inline std::ostream& operator<<( std::ostream& o, const Point3r& p )
    {
        return o << "[" << p.x << " " << p.y << " " << p.z << "]";
    }
}

#endif

